	
	
/*---------------------------------------------------------
   Sets which stage a tool is at
---------------------------------------------------------*/
function ToolObj:UpdateData()
	
	self:SetStage( self:NumObjects() )
	
end
	
/*---------------------------------------------------------
   Sets which stage a tool is at
---------------------------------------------------------*/
function ToolObj:SetStage( i )
	
	if ( SERVER ) then
		self:GetWeapon():SetNWInt( "Stage", i, true )
	end
	
end

/*---------------------------------------------------------
   Gets which stage a tool is at
---------------------------------------------------------*/
function ToolObj:GetStage()
	return self:GetWeapon():GetNWInt( "Stage", 0 )
end

/*---------------------------------------------------------
   ClearObjects - clear the selected objects
---------------------------------------------------------*/
function ToolObj:ClearObjects()

	self:ReleaseGhostEntity()
	self.Objects = {}
	self:SetStage( 0 )
	
end


/*---------------------------------------------------------
	Since we're going to be expanding this a lot I've tried
	to add accessors for all of this crap to make it harder
	for us to mess everything up.
---------------------------------------------------------*/
function ToolObj:GetEnt( i )

	if (!self.Objects[i]) then return NULL end
	
	return self.Objects[i].Ent
end


/*---------------------------------------------------------
	Returns the world position of the numbered object hit
	We store it as a local vector then convert it to world
	That way even if the object moves it's still valid
---------------------------------------------------------*/
function ToolObj:GetPos( i )

	if (self.Objects[i].Ent:EntIndex() == 0) then
		return self.Objects[i].Pos
	else
		if (self.Objects[i].Phys ~= nil && self.Objects[i].Phys:IsValid()) then
			return self.Objects[i].Phys:LocalToWorld(self.Objects[i].Pos)
		else
			return self.Objects[i].Ent:LocalToWorld(self.Objects[i].Pos)
		end
	end
	
end

/*---------------------------------------------------------
	Returns the local position of the numbered hit
---------------------------------------------------------*/
function ToolObj:GetLocalPos( i )
	return self.Objects[i].Pos
end


/*---------------------------------------------------------
	Returns the physics bone number of the hit (ragdolls)
---------------------------------------------------------*/
function ToolObj:GetBone( i )
	return self.Objects[i].Bone
end

function ToolObj:GetNormal( i )
	if (self.Objects[i].Ent:EntIndex() == 0) then
		return self.Objects[i].Normal
	else
		local norm
		if (self.Objects[i].Phys ~= nil && self.Objects[i].Phys:IsValid()) then
			norm = self.Objects[i].Phys:LocalToWorld(self.Objects[i].Normal)
		else
			norm = self.Objects[i].Ent:LocalToWorld(self.Objects[i].Normal)
		end
		
		return norm - self:GetPos(i)
	end
end


/*---------------------------------------------------------
	Returns the physics object for the numbered hit
---------------------------------------------------------*/
function ToolObj:GetPhys( i )

	if (self.Objects[i].Phys == nil) then
		return self:GetEnt(i):GetPhysicsObject()
	end

	return self.Objects[i].Phys
end


/*---------------------------------------------------------
	Sets a selected object
---------------------------------------------------------*/
function ToolObj:SetObject( i, ent, pos, phys, bone, norm )

	self.Objects[i] = {}
	self.Objects[i].Ent = ent
	self.Objects[i].Phys = phys
	self.Objects[i].Bone = bone
	self.Objects[i].Normal = norm

	// Worldspawn is a special case
	if (ent:EntIndex() == 0) then

		self.Objects[i].Phys = nil
		self.Objects[i].Pos = pos
		
	else
		
		norm = norm + pos
	
		// Convert the position to a local position - so it's still valid when the object moves
		if (phys != nil && phys:IsValid()) then
			self.Objects[i].Normal = self.Objects[i].Phys:WorldToLocal(norm)
			self.Objects[i].Pos = self.Objects[i].Phys:WorldToLocal(pos)
		else
			self.Objects[i].Normal = self.Objects[i].Ent:WorldToLocal(norm)
			self.Objects[i].Pos = self.Objects[i].Ent:WorldToLocal(pos)
		end
		
	end
	
	if (SERVER) then
		// Todo: Make sure the client got the same info
	end
	
end


/*---------------------------------------------------------
	Returns the number of objects in the list
---------------------------------------------------------*/
function ToolObj:NumObjects()

	if ( CLIENT ) then
	
		return self:GetStage()
	
	end

	return #self.Objects
	
end
